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Light Issues in Computer Graphics. Presented by Saleema Amershi. Light plays an important part in computer graphics for rendering realistic images. Using lighting models, we can simulate shading, reflection and refraction of light, comparable to what we see in the real world.
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Light Issues in Computer Graphics Presented by Saleema Amershi
Light plays an important part in computer graphics for rendering realistic images. Using lighting models, we can simulate shading, reflection and refraction of light, comparable to what we see in the real world.
Local illumination refers to direct interaction between one light source and one object surface. Global illumination refers to the interaction of light between all surfaces in a scene. Responsible for shading Reflection between surfaces Refraction of surfaces
Local Illumination Models • In computer graphics, single object-light interaction is approximated through local illumination models. • Basic model used is the Phong model which breaks local illumination into 3 components: • Ambient reflection • Diffuse reflection • Specular reflection • For every point, or small surface area, of an object, we want to calculate the light due to these three components.
Ambient reflection • Crude approximation to global effects of light. • Accounts for the general brightness in a scene from light scattering in all directions from all surfaces. • Iout= kambient∙ Iambient • I is the light intensity (power per unit area), or illumination.
Diffuse Reflection • All materials have diffuse properties, due to the ‘roughness’ of a surface at the microscopic level. • Ideal diffuse reflection refers to light hitting a surface and then scattering evenly in all directions due to the surface ‘roughness’.
Lambert said that the energy reflected off a surface from a light source is proportional to the cosine of the incident angle, i, between the light and the normal to the surface. Ioutα cos(i) or Ioutα n ∙ l So now we have Iout = kambient∙ Iambient + kdiffuse∙ Ilight∙ n ∙ l
Specular Reflection • Shiny materials have specular properties, that give highlights from light sources. • The highlights we see depends on our position relative to the surface from which the light is reflecting. • For an ideal mirror, a perfectly reflected ray is symmetric with the incident ray about the normal.
But as before, surfaces are not perfectly smooth, so there will be variations around the ideal reflected ray.
Phong modelled these variations through empirical observations. As a result we have: Iout= kspecular∙ Ilight∙ coss(θ) s is the shininess factor due to the surface material.
Phong Lighting Model • Putting all these components together gives us: Iout = kambient∙Iambient + kdiffuse∙Ilight∙(n∙l) + kspecular∙Ilight∙(v∙r)s • In reality, however, we can have more then one light source reflecting light off of the same surface. This gives us: Iout = kambient∙Iambient + ∑Ilight ∙(kdiffuse∙(n∙l)+ kspecular∙(v∙r)s )
Varying shininess coefficient in specular component: Combining diffuse and specular lighting: diffuse plus specular diffuse
y=top x=left y -z z=-near VCS y=bottom x x=right How do we use really use this? • Viewing frustrum • Z-buffering and the image plane
Example • No shadows • No refractions or reflections
Ray Tracing! • Better method, can show these realistic effects.
Ray Tracing Method • Cast a ray from the eye (or the camera) through each pixel in the image plane, until the ray intersects an object. • Calculate local illumination for this point using Phong model.
Calculating Intersections • Largest computational overhead. • Most objects are represented by collections of planar polygons. • Intersections are between rays and planes. • Implicit plane equation F(P) = N∙P + D =0 • Parametric ray equation P(t) = Pa+ t(Pb – Pa)
Solve for t: F(P(t)) = N∙( Pa+ t(Pb – Pa ) + D = 0 t =( -D -N∙ Pa )/( N∙ Pb - N∙ Pa ) Plug back into P(t) to get intersection point. Remember that calculating t is solving a quadratic. We want the first intersection of the ray with a surface, so take the smallest t value.
After finding the intersection point, we need to actually see if this point lies within the polygon that described the plane. Use barycentric coordinates to test (not covered here). Try to avoid calculating intersections, by testing whether there actually will be an intersection before calculating it.
So Whats New? • Need to do more then just calculate the local illumination for the point of intersection to make full use of ray tracing. • Cast secondary reflection and refraction rays from point of intersections to see other effects.
Checking for Shadows • For each light source in a scene, cast a ray from that light source to the intersection point we just calculated. • If the ray hits an object before reaching the point, then ignore contributions from that light source. • Add this to local illumination model: Iout = kambient∙Iambient + ∑blightIlight ∙(kdiffuse∙(n∙l)+ kspecular∙(v∙r)s ) • blight is 0 or 1 depending on whether light is obstructed or not.
Refraction • As we all know, lenses, glass, water and other translucent materials refract light. • We can cast a secondary refraction ray from the intersection point if a material is translucent.
Snell’s Law! • Computer graphics uses Snell’s law to compute the refracted ray, but in vector form. • Snell’s Law: ni sin(i) = nr sin(r) • Vector form: ni (l x n) = nr (r x n) • Solve for r (complicated derivation) • r = ni / nr (cos(i)) – cos(r)n - ni / nrl = ni / nr (n ∙ l) – √(1- (ni / nr )2 (1 – (n ∙ l) 2 ) * n - ni / nrl
After calculating the direction of the refracted ray, we can cast a secondary ray in this direction and recursively look for intersections and add illumination values from these other intersections to the illumination of the original intersections. Can do the same for reflected rays off of other surfaces by casting a ray in the direction of reflection as before: r = (2l ∙ n)n - l
These secondary illumination values will not have as much weight on the illumination of the pixel as the original illumination value, as intensity of light decreases as distance increases. Add a weighting factor to these secondary illumination values to account for this. Recurse from secondary intersections.
The Ray Tracing Algorithm • raytrace(ray from a pixel) -calculate closest intersection -calculate local illumination //take shadows for intersection point //into account -reflected_component = raytrace(reflected_ray) // if an object surface has reflection properties (ie. is //not completely diffuse) -refracted_component = raytrace(refraced_ray) //if an object surface is transparent -color_of_pixel = c1 * localcolor + c2 * reflected_component + c3 * refracted_component